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  1. First post but I made an account because I just smashed 100 hours in the game over the last two weeks and am having a blast. I also don't know if this has already been suggested, is somehow limited by the engine, is in development already or something else. In essence, I like to play with respawns off, as I find it more immersive and 'realistic'. I get the impression it is a large minority that play respawns off. The only problem with this is that a player can clear a cell, at which point setting up a base is more a housebuilding sim than survival horror. This is what some people want but I think PZ is at its best when you feel under constant pressure. Cross-cell migration is not so necessary with respawns on, and might mess with the respawn fine-tuning the devs have worked on. But with respawns off, it allows for the cell to fill again in a way that I, and I imagine other players with respawns off would appreciate. To my understanding, the only way zomboids can cross cells presently is by meta-events, or if one cell becomes 'overcrowded' and so gets pushed over the edge. I did actually manufactured a workaround (I think, my knowledge of zomboid behaviour is not sophisticated) using someone elses mod, called "Seismic Events" by Brightex: https://steamcommunity.com/sharedfiles/filedetails/?id=2922713082, which was his/her method of drawing zombies into cells using randomised meta events, the theme is tectonic but the idea was sound. I fine tuned the mod a bit so that I can effectively draw zombies cross-cell using meta events which I had hidden from the player, while also not drawing them directly to the player, by having them take place at a particular minimum and maximum distance from the player, and happening only so regularly that migration would draw them such that are drawn into the player cell (and therefore trapped) so that, on average, more zombies would migrate into the player cell than away from it, if and only if that cell or part of the cell had been sufficiently cleared. Respawns without respawns. This workaround is of course limited by the amount of zombies in adjacent cells, so the player would eventually genocide the local population, but I thought it was an improvement. The suggestion is this: Allow a sandbox option for zombies to cross-cells freely for players with respawns off. Also please don't burn me too hard if my understanding of this mechanic is lacking, I've only been playing for a few weeks.
  2. This game looks pretty interesting, and there happens to be modding tools. Sorta like a low budget Bethesda game. Got a couple questions about the modding. 1. How many cells does the vanilla map have? The biggest you can chuck in WorldEd is 100x100, but that seems kinda big; that's 300,000x300,000. Reason for asking, is that I want to give the modding workflow a run through. I went and created 10 4096x4096 lakes in World Machine 2, but there's no frame of reference for how large that is. And as far as I can tell, the vanilla map's not been released, so I can't compare through Photoshop. 2. Does the game use 3D models? The google search results were from 2014 and earlier, which is kinda old. The consensus was CPU skinning a horde of zombies would be terrible (it would), but there was no mention of the solution; GPU skinning, which is a wee vertex shader that runs on the GPU. If your GPU has SM 2.0 support, it ought to be able to handle it. If it uses sprites for the characters, is there a guide on properly rendering weapons and clothing from 3ds Max or what have you? Google wasn't any help here either.
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